Raghib Alam
MC502
Identity
Analysis & Effects
Identity in online gaming
(Online gaming history, 2013)
(Steinberg, 2010)
(Online gaming history, 2013)
Statistics (Wallington, 2011)
Females idealizing their avatar (Yee, 2003)
(Koster)
(Fleming, 2006)
(Fleming, 2006)
(Fleming, 2006)
(Blackman, 2010)
(Yee, 2003)
(Future of online gaming, 2010)
(Koster)
(Vasalou and Joinson, 2009)
(Wikipedia, 2013)
(MetaVerse roadmap, 2009)
Omni Trea...
Blackman, C. (2010) Can avatars change the way we think and act?. Available at: http://news.stanford.edu/news/2010/februar...
Identity in online gaming
Identity in online gaming
Identity in online gaming
Identity in online gaming
Identity in online gaming
Identity in online gaming
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Identity in online gaming

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A presentation showing how identity within online gaming is important as well as present. Covering topics such as the history, my future predictions, the metaverse concept and identity projection on online gaming. Online gaming is a vast term which involves the different platforms e.g. PS3, XBOX, WII etc. as well as online virtual worlds such as Second Life. This presentation exploits the primary concept of the importance of identity within a virtual world.

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Identity in online gaming

  1. 1. Raghib Alam MC502 Identity Analysis & Effects Identity in online gaming
  2. 2. (Online gaming history, 2013) (Steinberg, 2010)
  3. 3. (Online gaming history, 2013)
  4. 4. Statistics (Wallington, 2011) Females idealizing their avatar (Yee, 2003) (Koster)
  5. 5. (Fleming, 2006)
  6. 6. (Fleming, 2006)
  7. 7. (Fleming, 2006)
  8. 8. (Blackman, 2010)
  9. 9. (Yee, 2003)
  10. 10. (Future of online gaming, 2010) (Koster) (Vasalou and Joinson, 2009) (Wikipedia, 2013) (MetaVerse roadmap, 2009) Omni Treadmill (Delay, 2009)
  11. 11. Blackman, C. (2010) Can avatars change the way we think and act?. Available at: http://news.stanford.edu/news/2010/february22/avatar- behavior-study-022510.html (Accessed: 20 May 2013). Delay, O. (2009) The gadget show: Virtual Insanity Available at: http://gadgetshow.channel5.com/gadget-show/blog/virtual-insanity (Accessed: 30 May 2013) Fleming, A. (2006) The Social and Psychological Impact of Online Gaming. Available at: http://pool.cream.org/gamer/Seay_Dissertation.pdf (Accessed: 20 May 2013). Future of Online Gaming (2010) Available at: http://witnessthis.wordpress.com/2010/12/07/future-of-online-gaming/ (Accessed: 21 May 2013). Koster, R. Current and future developments in online games. Available at: http://www.raphkoster.com/gaming/futuredev.shtml (Accessed: 21/05/2013. MetaVerse roadmaps (2009) Available at: http://www.metaverseroadmap.org/index.html (Accessed: 26 May 2013) Online gaming history (2013) Available at: http://www.bizymoms.com/games/online-gaming-history.html (Accessed: 20 May 2013). Online gaming statistics (2010) Available at: http://www.onlinemba.com/blog/online-gaming-statistics (Accessed: 20 May 2013). Steinberg, S (2010) The importance of Video game history. Available at: http://www.cnn.com/2010/TECH/gaming.gadgets/08/18/video.game.history/index.html (Accessed: 9 August 2013). Vasalou, A. and Joinson, A. N. (2009) ‘Me, myself and I: The role of interactional context on self-presentation through avatars’, Computers In Human Behaviour. (25) pp.510. Wallington, J. (2011) 10 UK video game audience stats. Available at: http://www.iabuk.net/blog/10-uk-video-game-audience-stats (Accessed: 20 May 2013). Wikipedia (2013) Available at: http://en.wikipedia.org/wiki/Metaverse (Accessed at: 25 May 2013) Yee, N. (2003) ‘Identity Projection’, The Daedalus Project. pp.1
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